Alchemical Savant
Level 1
Alchemist
Prerequisites: trained in Crafting
You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, which has the concentrate and manipulate traits, instead of spending 10 minutes. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead.
Alchemical Crafting
Level 1
General
Skill
Prerequisites: trained in Crafting
You can use the Craft activity to create alchemical items. When
you select this feat, you immediately add the formulas for four
common 1st-level alchemical items to your formula book.
Quick Repair
Level 1
General
Skill
Prerequisites: trained in Crafting
You take 1 minute to Repair an item. If you’re a master in
Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.
Snare Crafting
Level 1
General
Skill
Prerequisites: trained in Crafting
You can use the Craft activity to create snares, using the
rules from page 244. When you select this feat, you add the
formulas for four common snares to your formula book.
Specialty Crafting
Level 1
General
Skill
Prerequisites: trained in Crafting
Your training focused on Crafting one particular kind of item.
Select one of the specialties listed on page 267; you gain a +1
circumstance bonus to Crafting checks to Craft items of that
type. If you are a master in Crafting, this bonus increases to +2.
If it’s unclear whether the specialty applies, the GM decides.
Some specialties might apply only partially. For example, if you
were making a morningstar and had specialty in woodworking,
the GM might give you half your bonus because the item
requires both blacksmithing and woodworking.